DescEdit (Descriptionfiles Editor)

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On 27/05/2011 at 10:32, xxxxxxxx wrote:

User Information:
Cinema 4D Version:    
Platform:      
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---------
Hi there,

as writing descriptions really drives my patience to hell I'm now going to write an DescriptionEditor.
I wanted to make sure that it will be complete.
I've now got the following classes that already can create a .res file. :wink:

CONTAINER  
GROUP  
ELEMENT         // i.e. a BUTTON, BOOL, or whatever you want  
CYCLE  
ID              //used for CYCLE

An idea if something is missing ?

Thanks, Niklas

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On 27/05/2011 at 10:44, xxxxxxxx wrote:

That's a very good idea! Good call and thanks for getting at it!

Cheers
Lennart

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On 28/05/2011 at 01:27, xxxxxxxx wrote:

So, there's nothing missing ?

Thanks,
Niklas

Ps: just a screenshot of the result of a programatically created .res file.

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On 28/05/2011 at 10:28, xxxxxxxx wrote:

Can you do the .h and .str files as well?  And is this WYSIWIG at all or something else?

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On 28/05/2011 at 10:40, xxxxxxxx wrote:

Yes, .h and .str files will be created, too.
I've just finished the code for doing it.

Here's an example (still programatically created) description.
download

Can you spot any issues ?

Thanks, Niklas
PS: That's the sourcecode used for it: Click here
I think it won't be that hard to implement this in a Dialog.

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On 28/05/2011 at 15:18, xxxxxxxx wrote:

Looks very interesting. So at the moment you have a standalone python app, is that right? And you still have a lot of code to add to prompt for user choices (names, strings, flags, etc.) and editing/deleting/adding elements in the description?

Are you going to keep this as standalone code or do it within Cinema? In C4D makes a GUI easier, as standalone you'd need to add some sort of widgets library for your GUI.

The big question as I see it is whether you're going to make this like the existing resource editor and let the user see the description as it is edited (i.e. WYSIWYG as Robert said). That would be extremely valuable.

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On 28/05/2011 at 16:08, xxxxxxxx wrote:

The classes all have been finished. (If you couldn't spot any errors in the output ;) )

Yea, I want to make it like ResEdit. Of course it would be very nice to see the endresult, but I don't think it'spossible.
What I could do instead, is making a Previw-Dialog that shows at least the dialog-way of the description.

But for now, I just want to make the gui likethis:

The user can add the elements, they will be displayed in a list (I need some kind of TreeView, still didn't figure out if and how I can use ListView, TreeView, etc) and their values can be edited.
So there won't be a preview. (Well, yea. It would be WYSIWYG) But through the generated code, there shouldn be any errors if you finish the description, as they may appear when you write it yourself.
Also, it's less to write.

I already started to build a Dialog. I can show it to you tomorrow, then you might understand better how i imagine it. :)
(sorry for my bad english xD. I'm tired . hehe ^^)

Cheers

PS: And I'm not quite sure how I should implement multilanguage and reopening descriptions...

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On 29/05/2011 at 01:08, xxxxxxxx wrote:

Originally posted by xxxxxxxx

Yea, I want to make it like ResEdit. Of course it would be very nice to see the endresult, but I don't think it'spossible.What I could do instead, is making a Previw-Dialog that shows at least the dialog-way of the description.

The problem with the dialog approach is that description resources are dfferent from dialog resources, so you'd have to alter your resource on the fly to make it appear in a dialog. I wonder if it is possible to show a description which changes on editing? Maybe GetDDescription would let you do it - create something like a dummy ObjectData plugin then alter its description as required?

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On 29/05/2011 at 01:18, xxxxxxxx wrote:

Exactly that is the problem. As I said, maybe it's possible to show at least a dialog-version of the description. (Better than nothing)

I don't think GetDDescription is available in Python. (Never seen it, but also don't know what it does)
What would work, is to clean the loaded description from C4D. So
it has to reload it. But how to clean it ? ;p

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On 29/05/2011 at 05:46, xxxxxxxx wrote:

GetDDescription allows you to load elements into a description at runtime. So you might start by loading a very basic skeleton for the description, then add additional elements as needed. My simbiont plugin does this when it loads a dark tree file from disc. The code is convoluted but seems to work :-)

There's also the description class with the function LoadDescription(), which loads (or, I guess, re-loads) a named description from disk. This might do what you want in terms of resetting a plugin's description.

Whether you could make these functions work in conjunction with a dialog which edits the description content, I don't know. And it sounds like you need C++ anyway.

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On 29/05/2011 at 12:19, xxxxxxxx wrote:

Well, if it will be added, it will be added later.

Here's the GUI I'd like to use:
The only problem now is the TreeView used in the Main, the Group Dialog and the Cycle Dialog.

Main:

Group:

Element:

Cycle:
click here

Edit:
Oh spotted an issue in the Group-Dialog. Of course the type does not have to be defined.

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On 30/05/2011 at 09:51, xxxxxxxx wrote:

As it seems like one can not acess the ListView element using Python, I just wrote my own subclassing a GeUserArea :-)

http://www.screenr.com/dfI

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On 31/05/2011 at 08:12, xxxxxxxx wrote:

That's cool.
I've been wanting to explore making custom gui's. Mostly with C++. But also in Python.
But I haven't found any examples to get me started.

I copied your code from the video. But I'm not getting any text to show up. Just the black background.

-ScottA

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On 31/05/2011 at 08:45, xxxxxxxx wrote:

Hm, send me the code and I will try to find the issue. :)

Cheers,

PS: Do you know how to load a dialog ressource with python ? I can't get it to work, because the ID doesn't seem to be transferred into the Pluginscope.

In coffe it would be:

LoadDialogRessource(DESCEDIT_MAIN, 0);

In Python:

self.LoadDialogRessource(DESCEDIT_MAIN)

but the DESCEDIT_MAIN variable isn't declared.

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On 31/05/2011 at 09:33, xxxxxxxx wrote:

Can I post my code here?
That way other people can learn from it too.

I'm afraid  I probably can't help  you out with your loader problem.
But from the first glance. It looks like maybe you forgot to add the c4d. prefix?

  
    
    
    self.LoadDialogRessource(c4d.DESCEDIT_MAIN)

-ScottA

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On 31/05/2011 at 09:36, xxxxxxxx wrote:

Unfortunately it's not loaded into the c4d module.
Would also be fatal. ;-)

Yes, of course you can post it here, too.
But I con't have the time now. Will test it tomorrow.
Cheers,

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On 31/05/2011 at 10:35, xxxxxxxx wrote:

I took a look through my Coffee stuff to see if I had anything using LoadDialogResource().
And I found one example:

MyDialog::CreateLayout() //This creates the dialog gizmos using an external .res file  
{  
 var resources = LoadDialogResource(IDD_DIALOG_MyDialog, plugin_resources,BFH_SCALEFIT | BFV_SCALEFIT); // Loads the gizmo descriptions from a .res file  
 return resources;  
}

"IDD_DIALOG_MyDialog"  is the name of the .res file located in my res folder.
I don't know if that will help you with your python project or not.
But it's the only example I have.

Here's my custom gui code that I copied from your video:

import c4d  
from c4d import gui  
  
def isIterateable(item) :  
 try:  
  item[0]  
  
 except:  
return False  
 else:  
return True  
  
class ListViewData:  
 def __init__(self, iterateableData) :  
  if not isIterateable(iterateableData) :  
    raise TypeError, "%s must be initialized with an iterateable value" %self.__class__.__name__  
  self.data = iterateableData  
  
 def GetColumn(self, index) :  
  if index > len(self.data) :  
  return  
  else:  
  return self.data[index]  
  
 def GetLengthOfData(self) :  
return len(self.data)  
  
class MyUA(gui.GeUserArea) :  
  colors = {  
          "background": c4d.Vector(.2),  
          "lighter": c4d.Vector(.6),  
          "darker": c4d.Vector(.8, .4, .2),  
          "marked": c4d.Vector(.2),   
          "text": c4d.Vector(.1),  
          "markedText": c4d.Vector(.7, .5, .6),  
         }  
  
  
  def __init__(self, rowheight, data, columnwidth = (100, )) :  
if not isIterateable(data) :  
  raise TypeError, "%s must be initialized with an iterateable value" %self.__class__.__name__  
    
self.minimumHeight = rowheight * len(data)  
self.rowheight = rowheight  
self.columnwidth = columnwidth  
self.data = data  
self.marked = 2  
  
    
  def DrawMsg(self, x1, y1, x2, y2, msg) :  
#Set Background Color  
self.DrawSetPen(self.colors["background"])  
self.DrawRectangle(x1, y1, x2, y2)  
rHeight = self.rowheight  
  
#Draw lighter areas  
self.DrawSetPen(self.colors["lighter"])  
for i in xrange(0, len(self.data), 2) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["marked"])  
   self.DrawRectangle(x1=0, y1 = rHeight*i, x2=x2, y2 = rHeight * (i+1))  
   if i == self.marked:  
    self.DrawSetPen(self.colors["lighter"])  
  
#Draw darker areas  
self.DrawSetPen(self.colors["darker"])  
for i in xrange(0, len(self.data), 2) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["marked"])  
   self.DrawRectangle(x1=0, y1 = rHeight*i, x2=x2, y2 = rHeight * (i+1))  
   if i == self.marked:  
    self.DrawSetPen(self.colors["darker"])  
  
#Draw self.data  
self.DrawSetPen(self.colors["text"])  
for i in xrange(len(self.data)) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["markedText"])  
for j in xrange(self.data[i].GetLengthOfData()) :  
    if j >= len(self.columnwidth) :  
     width = self.columnwidth[-1]  
    else:   
     width = self.columnwidth[j]  
  
    itemToDraw = str(self.data[i].GetColumn(j))  
    self.DrawText(itemToDraw, x1 = x1 + j*width, y1 = i * rHeight + int((rHeight * .1)))  
if i == self.marked:  
    self.DrawSetPen(self.colors["text"])  
  
def GetMinimumHeight(self) :   
  return 200, self.minimumHeight()  
  
def InputEven(self, msg) :  
#x = msg(c4d.BFM_INPUT_X)  
  y = msg(c4d.BFM_INPUT_Y)  
  self.marked = int(y/self.rowheight)  
  self.ReDraw()  
  
  return True  
  
class dlg(gui.GeDialog) :  
  def Init(self) :  
  pass  
  
  def CreateLayout(self) :  
self.ua = MyUA(15, [ListViewData(("Name", "hello", 1002)) for i in range(20)])  
ua_id = self.AddUserArea(100000121, c4d.BFH_SCALEFIT | c4d.BFV_SCALEFIT)  
self.AttachUserArea(self.ua, ua_id)  
  
return True  
d = dlg()  
d.Open(c4d.DLG_TYPE_MODAL_RESIZEABLE, 1000124, -1, -1, 400, 300)

There are no errors.
But I don't get any text values. It's just black.

-ScottA

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On 01/06/2011 at 08:35, xxxxxxxx wrote:

First of all, please post such huge Code's on services like Pastebin.com.
Then, take a look at your idnentation.

GetMinimumHeight() and InputEven() are intendet a space to much.
Also, it should be called InputEven t.
Please use 4-space indentation. It makes the code much more cleaner and overviewable.
Many editors support replacing automatically with a number of spaces, in Python's case it should be 4.

In InputEvent you wanted to call the container, instead of use __getitem__ .
y = msg(c4d.BFM_INPUT_Y) -> y = msg[c4d.BFM_INPUT_Y]

You donÄt get any text, because the 2nd for-loop after the commend "Draw self.data" is wrong intended.

   for i in xrange(len(self.data)) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["markedText"])  
for j in xrange(self.data[i].GetLengthOfData()) :  
    if j >= len(self.columnwidth) :  
     width = self.columnwidth[-1]  
    else:   
     width = self.columnwidth[j]

should be

   for i in xrange(len(self.data)) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["markedText"])  
  for j in xrange(self.data[i].GetLengthOfData()) :  
    if j >= len(self.columnwidth) :  
     width = self.columnwidth[-1]  
    else:   
     width = self.columnwidth[j]

Next, you don't see any coloured lines,because the drawing-clause is wrong intended.

   #Draw lighter areas  
self.DrawSetPen(self.colors["lighter"])  
for i in xrange(0, len(self.data), 2) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["marked"])  
   self.DrawRectangle(x1=0, y1 = rHeight*i, x2=x2, y2 = rHeight * (i+1))  
   if i == self.marked:  
    self.DrawSetPen(self.colors["lighter"])

should be

   #Draw lighter areas  
self.DrawSetPen(self.colors["lighter"])  
for i in xrange(0, len(self.data), 2) :  
  if i == self.marked:  
   self.DrawSetPen(self.colors["marked"])  
  self.DrawRectangle(x1=0, y1 = rHeight*i, x2=x2, y2 = rHeight * (i+1))  
  if i == self.marked:  
    self.DrawSetPen(self.colors["lighter"])

While drawing the Darker areas, you chose a wrong startingvalue within the xrange function.
It should be 1, not 0 like when drawing the lighter areas.

   #Draw darker areas  
self.DrawSetPen(self.colors["darker"])  
for i in xrange(0, len(self.data), 2) :  
  pass

should be

   #Draw darker areas  
self.DrawSetPen(self.colors["darker"])  
for i in xrange(1, len(self.data), 2) :

Now it should work.
You also messed up the colors.

  colors = {  
          "background": c4d.Vector(.2),  
          "lighter": c4d.Vector(.6),  
          "darker": c4d.Vector(.8, .4, .2),  
          "marked": c4d.Vector(.2),   
          "text": c4d.Vector(.1),  
          "markedText": c4d.Vector(.7, .5, .6),  
         }

should be

  colors = {  
          "background": c4d.Vector(.2),  
          "lighter": c4d.Vector(.6),  
          "darker": c4d.Vector(.2),  
          "marked": c4d.Vector(.8, .4, .2),   
          "text": c4d.Vector(.1),  
          "markedText": c4d.Vector(.7, .5, .6),  
         }

The full working code is here.

cheers

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On 01/06/2011 at 08:59, xxxxxxxx wrote:

It was rather difficult to copy the code from your video. It's a long one.
Thanks for posting the code.

Now I just need to go through it and see If I can figure out how it all works.
Then try to do it in C++.

Thanks,
-ScottA

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On 02/06/2011 at 01:32, xxxxxxxx wrote:

Np. ;)

A preview of the Description Editor.

There are still many bugs. It's just that you can see what it will look like. :slightly_smiling_face:
Cheers,